New Gulag Map

Mapping Ideas and Sprite Galleries
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Steelpoint
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New Gulag Map

Post by Steelpoint » #13979

This is a offshoot of the "Remove the Gulag" thread that inspired the creation of a new and improved Gulag. Special thanks to TheTerbs and Ikarrus for inspiration, and ShizCalev for competition.

--------------------------------------------------

What is the new Gulag?
It is essentially a new and independent version of the current Gulag, it will be placed either in its own Z-Level or in one of the deep space levels. The objective of the new Gulag is to replace both the old Gulag and the Permanent Prison. The point of the new Gulag is essentially where Security dumps permanent prisoners and forget they exsisted, the process is designed to require as little effort on the Officers part as possible to process and eject people.

The new Gulag is contained on a abandoned mining station/asteroid, contact with the base was lost. Instead of sending in a reclamation team the original owners sold the station to NanoTrasen. Three years later NT set up a smaller Security Section to the south of the old Base, connected the two and have turned it into a new prison asteroid. Space Station 13 is the first station to have access to this Gulag.

The gulag contains very limited supplies, with most of the "good" stuff being held in the extensive mining network.

However, the things that killed the previous crew still lurk the tunnels.

---

Progress on the station goes along steadily, I am far away from completion but I've made great strides thus far and wish to show off my work and gather feedback both in the design of the station, and the actual impementation of the Gulag if it even can be.

The Station is divided into five sections, they are.

- Security Station: The only "new" part of the base, located south of the main base. Cut off from the main base and the entry point for prisoners.

- Docking Port: West of the station, this is where cargo ships and passenger ships would dock and unload.

- Crew Quarters: North of the station, Where the crew mainly lived, contains a kitchen, public bath, personnel quarters and a basic infirmary.

- Mining Station: To the east of the base, this is the starting point for the mining operations of the asteroid and severs as home base. A NT insertion team placed basic mining tools in this area ready to be used by prisoners.

- Asteroid: The asteroid itself, duh!

Here are images of the map thus far.

Security Station
Spoiler:
Image
Gulag Base (Minor censorship bottom right)
Spoiler:
Image
Mining Tunnel plus bonus
Spoiler:
Image
Feedback is appricated, and thanks for reading!

(REMEMBER: ITS STILL HEAVILY WORK IN PROGRESS, THIS IS MOSTLY THE BARE LAYOUT THUS FAR WITH LITTLE AESTHETIC DETAILS)
Last edited by Steelpoint on Mon Jun 16, 2014 5:04 pm, edited 1 time in total.
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Re: New Gulag Map

Post by paprika » #13983

4040404 links for me.
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Re: New Gulag Map

Post by Steelpoint » #13985

Fixed, seems Imgur is the way to go.
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Re: New Gulag Map

Post by Ikarrus » #13989

It looks like it could support a lot more prisoners than they'd ever have. You could fit a whole department in it. It's a bit excessive.

I know building a prison can be fun but I'd like to avoid Prison Simulation being such a major part of the game.
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Re: New Gulag Map

Post by Steelpoint » #13990

The theme of the Gulag is to minimise Security oversight, there will be a communications link from the Gulag to the station mainly for prisoners with a Point Set Limit. The Size of the station. A bit excessive in places yes, I'll be toning it down as I move forward, such as placing the administration room in the centre.

(Oh yeah, the Asteroid itself will be split into two zones, the South and North zones.

The South zone will contain low-yield minerals and items.
The North zone will contain more high-yield minerals and items, but will be lurked by the creatures (Not mining mobs hopefully))
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Re: New Gulag Map

Post by miggles » #14086

i actually really like the huge layout
make prisoners feel more lonely about life on the asteroid
plus its much nicer than what we already have

should probably replace the shitty empty zlevel
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Re: New Gulag Map

Post by Cipher3 » #14132

Empty z-level was explained as the z-level that is meant for people to go through so that it actually takes time to traverse space.
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Re: New Gulag Map

Post by miggles » #14145

yeah, and that's stupid
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Re: New Gulag Map

Post by Steelpoint » #14152

So I had ran around in the Gulag for a bit.

Firstly, it looks infinity better in game, the lighting is great and the mining tunnels look good.

The only bad thing is that the
Spoiler:
hivebots
tend to roam around a bit, but they die really easily, like in one hit from a pickaxe. This can be a good thing since I'm going to test out and see how a
Spoiler:
Hivebot Teleporter
would work in the deeper parts of the asteroid.
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Re: New Gulag Map

Post by Steelpoint » #14209

Minor Spoilers if relevant.

I intend to use Hivebots as the main hostile mob on the asteroid, mainly in that they are not as insanely deadly as normal mining mobs/mobs in general. The only problem is that it takes a large group of Hivebots to be a worth threat, while being weak individually is great for the inital South Asteroid and minor surprises, I need it to be deadly on the North Asteroid.

My solutions are as follows, I would appreciate any feedback or suggestions on this.

OPTION 1: Simply use a large amount of Hivebots in central locations on the North Asteroid.

OPTION 2: Maintain a smaller amount of Hivebots.

OPTION 3: Manually give select Hivebots a large pool of health and damage dealing.
Spoiler:
Addendum Option 3: There is a alternative Hivebot skin that is golden (Found this out in my Hivebot Gamemode Suggestion thread), what I could do is create a unique Hivebot mob that is based on the Gold skin but has a lot more health and deals far more damage.
By default, these are the stat values to Hivebots.

Health: 15
Damage: 3

The tough versions have 80 Health instead, ranged versions just shoot weak bullets.

My alt version would be.

Health: 60
Damage: 10
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Re: New Gulag Map

Post by peoplearestrange » #14348

Really like the idea. Seems a nice way to get rid of certain trouble makers but at the same time not removing them from the game or fun. But with less of a chance of smashing a window into space and get escape like that (like perma seems to be these days).

I like the idea that it is big and spacious so it feels almost lonely and haunting.

As far as hivebots go, could you place groups in some places and single ones in other places. Also I like the idea of a nest or hive that would be swapped with them and littered with bodies and useful items for escape (big risk, big reward etc)
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Re: New Gulag Map

Post by Cheimon » #15206

It's a solid idea, though if I had to criticise it I'd say that at the moment it looks very large and I can't quite see how the ore's reaching the main station, and also what incentives prisoners have to mine thoroughly.

A source of materials from prisoners over time would, however, be great, and even better to merge the currently unused gulag with the currently disliked perma.

Is a conveyor belt really the best way of manipulating someone in? I tend to think the way perma cells do it works much better: you have three of them, so nobody can gang up, you have lockdown capabilities for while you're in there, and it's really easy to stun someone and then withdraw. I'm concerned here that prisoners can simply gang up on the other side of the conveyor and get up in regular enough intervals that the flashes won't force them out.
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Re: New Gulag Map

Post by Steelpoint » #15262

I might rearrange the cells so that there are three/four cells in the middle where the Sec Overlook is, so that you are forced into the cell, you strip and change clothing, and the overseer open the outer doors into the Gulag.

When it comes to actually mining, I've had a few ideas. My main idea now is a secondary part to the Sec Outpost where prisoners can go and where all the Ore is sent to. Once here you have to get Sec's attention that you've finished your sentance (Intercom with link to Warden's Office and paper+pen on Camera for AI).
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